Nocturnus said:
Posting this as an outsider looking in, reading meticulously every change that they have made with the patches leading up to Panederia, but one of the things that I loved the most about World of Warcraft was its talent trees, and how they made every character class feel unique and special.
With Panderia, this feature seems all but removed. You just pick your role, and it assigns your talents for you; giving you access to abilities without much choice or speciality to speak of... with the exception of a few small choices like "increased run speed" every 15 levels.
Why would they do something like this? I mean, it's one of the biggest criticisms that World of Warcraft gets in the MMO Space: that being its extreme simplicity. Why would the developers say "Let's make it easier!" knowing this.
Or am I wrong?
Honest responses please. I could very well be mistaken, but this is how everything seems to read, and it's holding me back from getting Panderia.
Because it didn't actually make anyone feel unique or special.
Okay, let's take a look at the previous arcane mage talent tree as an example. Now, you would spend 31 talent points here, and it sounds on the surface that you're making 31 decisions.
The reality was you are not.
Okay, let's see, this is a haste buff, gotta grab that... this is the talent that makes arcane missiles fire off two extra missiles, that's mandatory... and that talent gives flat damage boost for doing what I always do...
...what ended up happening is after buying the talents you needed to do your job of pewpewing things, you ended up with 4 points left, to be divided amongst three talents with two points each.
In other words, your '31 decisions' is actually only one: Which of the three talents do you not take.
That's not choice, that's the illusion of choice.
Now look at what happens instead.
That missiles talent? You get it automaticly. Who cares, you were gonna take it instead. That damage buff? Already in your abilities.
INSTEAD:
You can choose 6 talents out of 6 tiers, and each talent is different to each other. So let's look at one of those 'small choices', this time from the monk class's level 15 tier.
You can either:
Roll an extra time and have it come up faster
Get a sprint after rolling
Have a buff that increases someone's run speed
That's not actually a small choice. What if you're a tank who likes to chain pull, do you like having that speed boost after you roll so you can get into Keg Smash range faster? Are you more of a support character, and like to give speed boosts to someone so they can escape Atramedes' fire breath from above? Do you just really like rolling around and find doing so more often to be fun?
These are not small choices by any stretch. The mage bomb talent tier and the level 90 evocation tier define your playstyle.
Glyphs offer further customization and really allow you to define who and how you want to play---and all because they got rid of the idea of having 31 meaningless choices, and replacing it with 9 meaningful ones (and 3 minor glyphs for the lulz)